Will we have to download more RAM to take advantage of this???
No, but you will need to top of your elbow grease and headlight fluid.
Thread: 64 bit beta for coh217 Sep 2020, 17:24 PM
Will we have to download more RAM to take advantage of this??? No, but you will need to top of your elbow grease and headlight fluid. In: Lobby |
Thread: 64 bit beta for coh217 Sep 2020, 17:12 PM
Wait, was it 32 bit this whole time...? In: Lobby |
Thread: Just more Ideas8 Sep 2020, 11:37 AM
First thing that came to mind from that mortars in trenches getting extra range was: I'm gonna ruin some UKF players day. Not an easy thing to test, but it can go either way, based on scatter. Plus, I am against the mortar pit and would prefer a non doctrinal mobile mortar for UKF. As stated above, being inside the slit trench actually makes all units more vulnerable to mortars. In live anyways, two ostheer mortars are better than the mortar pit so the performance in this case remains the same. In: COH2 Balance |
Thread: Just more Ideas8 Sep 2020, 09:13 AM
This is why I made it available to all factions. I would like to test more manpower manipulations and see what the actual impacts. If it would provide alternatives to the usage of light vehicles, I would say it would be a good outcome. Also, I actually never have played CoH1 online so I have no sentimental value for it.
The Ostruppen Trenches have always been free. Additionally, I made the UKF trenches to use the CoH1 slit trenches to differentiate the two. There was a slight bug which I fix where squads with 7 models could not enter. The healing idea came about for mortar units are more vulnerable to indirect fire due to how the damage in all in hold came about and their larger surface area. Even when these trenches are free, they are really never been used. I can see them being 50 manpower, but 100 is too much in comparison with 150 manpower un-upgraded bunkers or with the 125 manpower fighting position. In: COH2 Balance |
Thread: Just more Ideas8 Sep 2020, 08:50 AM
This does include USF and UKF Medics. In: COH2 Balance |
Thread: Just more Ideas7 Sep 2020, 23:19 PM
For the Medic models, they all have this animation state. The other models, do not have the carrying state. The model that they are carried are a 'crew' like a vehicle in which most/all can be a 'crew' member. In: COH2 Balance |
Thread: Just more Ideas7 Sep 2020, 19:11 PM
Great stuff. Looks and plays really well That's actually how trenches are for the Osttruppen Doctrine in live. I think as well as the community defensive doctrine and OKW heavy fortifications. In: COH2 Balance |
Thread: Riley personal patch changes7 Sep 2020, 18:55 PM
Does it actually exist? No, that just a photo shop of a Zis/Land Mattress on top of a M3/M5. In: COH2 Gameplay |
Thread: COH2 clear symbols even though using PNG.7 Sep 2020, 18:28 PM
I am not sure how you would check it. Here is a copy of flex I use: https://drive.google.com/file/d/1EdsBOsx9Mty6ndDaNlYWvTEbXraw617P/view?usp=sharing Just unpack it, link it, and you are good to go. |
Thread: COH2 clear symbols even though using PNG.7 Sep 2020, 18:27 PM
double post |